#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "GeneratedRoom.h" #include "RoomEntrance.h" #include "RoomGeneratorItem.h" #include "RoomNodeBase.h" #include "RoomNode.generated.h" USTRUCT(BlueprintType) struct FRoomNode : public FRoomNodeBase { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) int32 ID; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) int32 CarvePass; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FVector Position; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float Radius; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray EntranceIDs; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray ExitIDs; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray RoomEntrances; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool CanHaveEnemies; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray Rooms; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float ResourceMultiplier; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool CanBeUsedForRoomBasedDistribution; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float WeightedResourceAmount; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray RoomGenerators; FSD_API FRoomNode(); };